Rune Knight (3.5e Class)

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From the Dwarven Halls and the human kingdoms of the North, to the elven woodlands and beyond, the Rune Knights are masters of ancient runic energies. By having magical runes tattoed on their bodies as well as engraved on their armor, the Rune Knight channels this energy to smite their foes with duel bladed skill and tenacity.

Abilities:Dexterity is important to the Rune Knight, due to his role as a front-line fighter. Strength and Constitution are important to the Rune Knight for that same reason. Wisdom is important to the Rune Knight because they govern his special abilities.

Weapon and Armor Proficiency: A Rune Knight is proficient with all simple and martial weapons and with all types of armor and shields (except tower shields).

Runic Sight (ex): At 1st level, the Rune Knight gains the Runic Sight ability. Rune Knights predominately blind, either by birth, an accident, or the Sunburst ritual, in which a spell conjures a light so bright that they become blind, which is considered far more dignified than poking one's eyes out. Works like the Blindsense ability, but is always active due to blindness. At 9th level, the Rune Knight's Runic Sight works like the Blindsight ability, with the addition of "seeing" through walls and invisible beings. At this point, it resembles infrared vision.

Runic Strike (Ex): At 2nd level, the Rune Knight learns the Runic Strike ablity, which deals 3d6 points of damage ontop of the weapon damage. He adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per rune knight level. When first learned, it can only be used once a day, though at 6th level and every four levels thereafter, the rune knight may use it one additional time per day, as indicated on Table: The Rune Knight, to a maximum of five times per day at 18th level.

Read Magic (Sp): Despite being blind, the rune knight can read magical glyphs and writings. At 4th level, the Rune Knight can use, at will, Read Magic, as the spell.

Runic Burst (Sp): At 6th level, he gains the ability to unleash a powerful burst of runic energy to damage his foes. When activated, every creature within the blast radius takes 1d6 points of damage from the blast. Starting at 9th level this damage increases to 2d6, 3d6 at 12th level, 4d6 at 15th level, and 5d6 at 18th level. The area of this ability is an energy pulse with a radius of 5 feet at 6th level, 10 feet at 9th level, 15 feet at 12th level, and 20 feet at 15th level, and 25 feet at 18th level. Each use of this ability also uses one daily use of runic strike per d6 of damage .

Uncanny Dodge (Ex): At 7th level, the Rune Knight's rune-enhanced senses gives him an uncanny awareness of immediate peril. The Rune Knight retains his Dexterity bonuses to AC (if any) even if caught flat-footed or struck by an invisible attacker; he loses this benefit if immobilized. If he has Uncanny Dodge from a second class, the Rune Knight automatically gains Improved Uncanny Dodge (see below).

Improved Uncanny Dodge (Ex): At 15th level, the knight's runic senses inprove, allowing him to fight effectively even when surrounded by foes. The Rune Knight can no longer be flanked, which denies a rogue or assassin the ability to use flank attacks to Sneak Attack or Death Attack him – unless the rogue or assassin's class level is at least four levels higher than the Rune Knight's. If the Rune Knight gains Uncanny Dodge (see above) from a second class, he automatically gains Improved Uncanny Dodge, an extraordinary ability, and the levels from those classes stack to determine the minimum level required to flank the Rune Knight.

Runic Purge(Ex):At 8th level, a rune knight may take a move action to purge his body of all diseases and poisons excluding supernatural and magical diseases. At 11th level, this extends to supernatural and magical diseases and poisons.